September 8, 20241 yr Localization Space Marine 2 uses Saber Interactive's Swarm Engine. For its tpl models the QCVIewer tool that worked for Quake Champions and World World War Z is not compatible. I have not found any other tools for this specific engine format. Samples https://drive.google.com/drive/folders/19dmtmLcdLUzA7Z8Y-IkJVZUrB7OQetbQ?usp=sharing Edited September 8, 20241 yr by 09williamsad
September 8, 20241 yr Supporter Looks a little bit strange - maybe I'm missing something: wpn_power_sword_01 tpl_data
September 10, 20241 yr On 9/9/2024 at 12:59 AM, shak-otay said: Looks a little bit strange - maybe I'm missing something: wpn_power_sword_01 tpl_data How did you get to that step? I mean, I'm a newbie at this, but a 3D designer, and I need to know how to get to that step.
September 10, 20241 yr Author Localization 1 minute ago, Devilmayplay96 said: How did you get to that step? I mean, I'm a newbie at this, but a 3D designer, and I need to know how to get to that step. Hex2Obj. Its a tool for reading model geometry from files.
September 10, 20241 yr 3 minutes ago, 09williamsad said: Hex2Obj. Its a tool for reading model geometry from files. Would you mind explaining how it works please, put the .resource file inside and it should give it to me or is there a job to do before? Thanks 😄
September 10, 20241 yr Author Localization Just now, Devilmayplay96 said: Would you mind explaining how it works please, put the .resource file inside and it should give it to me or is there a job to do before? Thanks 😄 Its a general 3D model research tool. Its not specific to Space Marine 2.
September 10, 20241 yr 1 minute ago, 09williamsad said: Its a general 3D model research tool. Its not specific to Space Marine 2. Yes, yes, that's what I'm seeing. I'll have to watch tutorials to find out how to apply it to Space Marines 2.
September 10, 20241 yr Supporter 1 hour ago, Devilmayplay96 said: How did you get to that step? I mean, I'm a newbie at this, but a 3D designer, and I need to know how to get to that step. It's not "that step", it's several steps. On step is to find the list of face indices, another to find the vertices. Since those are short integers they're harder to find. In fact you'll need a deeper format analysis to easily find the parameters for all sub meshes. I usually do a rough search for those of one sub mesh only. Quote put the .resource file inside No, I used the .tpl_data file in hex2obj. Load it into a hexeditor, too, then for the vertices goto offset 0x2E3B8, for the face indices go to 0x3AE0A to get some impression of the file's structure. Edited September 10, 20241 yr by shak-otay
September 10, 20241 yr 8 minutes ago, shak-otay said: It's not "that step", it's several steps. On step is to find the list of face indices, another to find the vertices. Since those are short integers they're harder to find. In fact you'll need a deeper format analysis to easily find the parameters for all sub meshes. I usually do a rough search for those of one sub mesh only. No, I used the .tpl_data file in hex2obj. Load it into a hexeditor, too, then for the vertices goto offset 0x2E3B8, for the face indices go to 0x3AE0A to get some impression of the file's structure. I understand, I understand, and to get to the .tpl_data file, where can I find it?
September 10, 20241 yr 11 minutes ago, Devilmayplay96 said: I understand, I understand, and to get to the .tpl_data file, where can I find it? ok i just found that file
September 11, 20241 yr Supporter Yeah, 3D rippers are the crucial reason why research forums like this one are dying out. Thanks.
September 11, 20241 yr 2 hours ago, shak-otay said: Yeah, 3D rippers are the crucial reason why research forums like this one are dying out. Thanks. If the regulations of this site are against me posting this, i'm more than happy to remove it and apologize. Youtube will remove it soon anyways. This is just another way to get models from the game. Again if the moderators want this remove can be done.
September 11, 20241 yr Supporter First off: I'm not a moderator. 2nd: don't get me wrong. What I wrote was caused by an emotional impulse. I can't and won't stop the way things go. So leave your post as it is. People should know that there is an easy way to extract 3D models. And will decide themselves.
September 18, 20241 yr Localization https://github.com/Wildenhaus/LibSaber/tree/sm2 Saber's formats are getting increasingly convoluted. I don't know if I want to finish it
September 18, 20241 yr Author Localization 2 minutes ago, haus said: https://github.com/Wildenhaus/LibSaber/tree/sm2 Saber's formats are getting increasingly convoluted. I don't know if I want to finish it Thats more progress than anyone else I have seen for SM2 so far. Good work.
September 18, 20241 yr Localization Solution Done working on this for now. No scenes or skinning/bones/proper node hierarchies. Only a handful of stuff works. Very slow. LibSaber (library for reading from saber files): https://github.com/Wildenhaus/LibSaber/tree/sm2 Index (app for converting/displaying models, uses LibSaber): https://github.com/Wildenhaus/IndexV2/tree/sm2 All of my research is in those two branches. If anyone would like to inspect/fork/etc go right ahead. Hope you like C#. I will not be providing support or builds of this until it is stable, if it ever is. Please don't ask me for help unless it pertains to the game's file structures.
September 19, 20241 yr On 9/12/2024 at 1:07 AM, shak-otay said: Yeah, 3D rippers are the crucial reason why research forums like this one are dying out. Thanks. Disagree. As a NinjaRipper patron more often than not either a) it just doesn't work or b) it's easier to use dedicated tools and access all the files at will (such as Unreal) rather than having to be at the right place at the right time in a game. It has its uses, but research forums and discords aren't going anywhere at all any time soon.
September 19, 20241 yr Supporter 1 hour ago, CharlieV said: but research forums and discords aren't going anywhere at all any time soon. Xentax forum did and I'm pretty sure it was mainly because of 3D rippers. (Can't prove it, though.)
September 21, 20241 yr Localization i received a few donations and decided to make a bit more progress. i hate the way saber does things so much model download (still a bit iffy) Spoiler Edited September 21, 20241 yr by haus
September 21, 20241 yr 9 hours ago, haus said: i received a few donations and decided to make a bit more progress. i hate the way saber does things so much model download (still a bit iffy) Reveal hidden contents I want donation too where can i donate to you
September 21, 20241 yr 9 hours ago, haus said: i received a few donations and decided to make a bit more progress. i hate the way saber does things so much model download (still a bit iffy) Reveal hidden contents Interested in donating. And in the rubric marine and terminators.
September 22, 20241 yr Localization i appreciate it, but don't feel obligated to donate. if you feel inclined though, you can find the donation page on my github profile. fixed some more issues with textures and bone weights today. also made some progress on maps, but saber decided to implement a really convoluted instancing system for most of those so I don't know how far I'll get on that. i have all of the models and textures loading though. just need to test and make sure things are in order, and then i'll post a build in the meantime, here's another model. the only thing wrong I've noticed is that the base head isn't parented to any bones. this time the normal maps have the z channel calculated (something the tool does natively). it's formatted for OpenGL (blender). if you'd rather have DirectX, invert the green channel or recalculate it in a shader node with z=sqrt(1-x^2+y^2) Edited September 22, 20241 yr by haus
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